Godot Characterbody 2d
Expert patterns for CharacterBody2D including platformer movement (coyote time, jump buffering, variable jump height), top-down movement (8-way, tank controls), collision handling, one-way platforms, and state machines. Use for player characters, NPCs, or enemies. Trigger keywords: CharacterBody2D, move_and_slide, is_on_floor, coyote_time, jump_buffer, velocity, get_slide_collision, one_way_platforms, state_machine.
- Skill ID
- thedivergentai/gd-agentic-skills/godot-characterbody-2d
- Publisher
- thedivergentai
- Repository
- gd-agentic-skills
- Installs
- 0
- Files
- 18
- Synced
- Sep 23, 2026
Open any RiverX project, open the Skills panel in the chat, and search for this identifier. The files are fetched from the source repository at install time.
thedivergentai/gd-agentic-skills/godot-characterbody-2dInstalls these files- SKILL.md
- references/migration-notes.md
- references/movement-recipes.md
- scripts/aerial_drift_acceleration.gd
- scripts/ceiling_bonk_detection.gd
- scripts/dash_controller.gd
- scripts/dash_state_controller.gd
- scripts/expert_physics_2d.gd
- scripts/frame_perfect_coyote_time.gd
- scripts/game_feel_profiler.gd
- scripts/impulse_response_handler.gd
- scripts/performance_character_pooling.gd
- scripts/root_motion_controller.gd
- scripts/slope_stair_snapping.gd
- scripts/subpixel_movement_rounding.gd
- scripts/variable_jump_height.gd
- scripts/wall_jump_controller.gd
- scripts/wall_slide_jump_refined.gd
What this skill tells the agent
CharacterBody2D Implementation
Expert CharacterBody2D feel systems — not beginner move_and_slide tutorials.
NEVER Do
- NEVER use `RigidBody2D` for standard player controllers — RigidBody is for physics-simulated objects. For responsive, feel-driven player movement, always use
CharacterBody2D. - NEVER multiply `velocity` by `delta` before `move_and_slide()` —
move_and_slide()handles delta internally. Manual multiplication makes movement framerate-dependent. - NEVER use `global_position` updates for gameplay movement — Use
velocity+move_and_slide(). Direct position hacks bypass collision, floor snap, and one-way rules. - NEVER "fall through" one-ways by nudging `position.y` — Use one-way collision shapes + layer/mask (and temporary mask disable / collide-with-areas patterns). See godot-2d-physics.
- NEVER ignore floor/wall/ceiling state right after `move_and_slide()` —
is_on_floor(),is_on_wall(),is_on_ceiling(), and slide collisions drive coyote, wall jump, and bonk logic. - NEVER rely on default `floor_snap_length` for fast stair-climbing — Default snapping is too small for high-velocity characters. Use custom raycast-based stair logic.
- NEVER apply gravity while `is_on_floor()` is true — Constant downward force causes micro-jitter and fights floor-snap. Reset
velocity.yon land. - NEVER use `Area2D` as primary ground detection — Prefer
is_on_floor()/ shapecasts; Areas are for triggers, not floor truth. - NEVER forget ceiling bonk — Reset
velocity.ywhenis_on_ceiling()or the player floats into the ceiling until gravity wins. - NEVER round physics positions for pixel art — Keep physics high-precision; round sprite positions in
_processonly (subpixel_movement_rounding.gd). - NEVER spam `queue_free()` for hordes — Pool bullets/enemies when spawn/despawn is frequent (performance_character_pooling.gd).
When to Use CharacterBody2D
| Need | Body |
|---|---|
| Feel-driven player / NPC / enemy locomotion | CharacterBody2D |
| Rolling debris, ragdoll-ish props, force piles | RigidBody2D |
| Static level colliders | StaticBody2D / TileMapLayer physics |
Decision Tree → MANDATORY Scripts
| Task | Do First | Then (optional) | Do NOT Load |
|---|---|---|---|
| Platformer foundation (coyote, buffer, accel/friction) | [expert_physics_2d.gd](scripts/expert_physics_2d.gd) | — | Inline tutorial controllers |
| Isolate coyote/buffer only | frame_perfect_coyote_time.gd | — | Duplicate coyote blocks in SKILL |
| Variable jump / short hop | variable_jump_height.gd | — | — |
| Slopes / stairs | slope_stair_snapping.gd | godot-raycasting-queries | — |
| Wall slide / wall jump | wall_slide_jump_refined.gd or wall_jump_controller.gd | — | Both unless comparing |
| Dash + i-frames | dash_state_controller.gd or dash_controller.gd | — | Both unless comparing |
| Air control polish | aerial_drift_acceleration.gd | — | — |
| Ceiling stick / bonk | ceiling_bonk_detection.gd | — | — |
| Knockback / wind impulses | impulse_response_handler.gd | — | — |
| Pixel-art visuals | subpixel_movement_rounding.gd | — | Rounding global_position in physics |
| Many AI bodies | performance_character_pooling.gd | — | — |
| One-way platforms | Tile/StaticBody one-way + layers/masks | godot-tilemap-mastery / godot-2d-physics | position.y += 1 drop-through hacks |
| Top-down / tank locomotion | movement-recipes.md | — | Inline 8-way tutorials |
| Jump arc debug tuning | game_feel_profiler.gd | — | — |
| Animation root motion | root_motion_controller.gd | godot-2d-animation | — |
Golden path: Read expert_physics_2d.gd first. Add dash/wall/jump scripts only after that controller is in place. Do not re-inline coyote/buffer/accel loops in the scene when the script already owns them.
One-Way Platforms (correct recipe)
- Author one-way on the platform collider (
CollisionShape2Done-way / TileSet physics one-way), not by teleporting the player. - Put platforms and player on explicit collision layers/masks so drop-through can temporarily clear the platform bit (or disable collide-with) while holding down + jump — then restore next physics frames.
- Keep drop-through on the physics tick; never bypass
move_and_slidewithpositionnudges. - For tile one-ways, align TileSet physics layers with CharacterBody masks — see godot-tilemap-mastery + godot-2d-physics.
Expert Character Architectures
1. Wall Cling (Variable Friction)
Monitor is_on_wall() while falling; scale velocity.y by a friction factor (optionally from tile custom data) instead of a binary wall-slide bool. Prefer wall_slide_jump_refined.gd over a bespoke cling fork.
2. Animation-Driven Movement (Root Motion)
Pull AnimationTree.get_root_motion_position(), convert to 2D, assign velocity = motion / delta, then move_and_slide(). Keeps feet locked to authored clips; pair with godot-2d-animation.
3. Game-Feel Profiler (Jump Arcs)
Debug-draw historical positions + current velocity in _draw() to visualize apex, coyote, and buffer windows while tuning exports on expert_physics_2d.gd — game_feel_profiler.gd.
MANDATORY for top-down/tank recipes, moving platforms, slide-collision response, and gotcha tables: movement-recipes.md. Do NOT Load when expert_physics_2d.gd already covers your platformer scope.
Reference
Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing work to a peer domain — do not preload the whole lattice.
Official Documentation
- Using CharacterBody2D — Canonical
move_and_slide/ floor-wall-ceiling contracts; do not setpositionfor gameplay motion. - CharacterBody2D — API for
velocity, snap,is_on_floor/ wall / ceiling, and slide-collision accessors. - Physics introduction — Why CharacterBody vs RigidBody/StaticBody, and how layers/masks gate every contact.
More from thedivergentai
Use this skill in a project
Open any RiverX project, search the Skills panel for thedivergentai/gd-agentic-skills/godot-characterbody-2d, and install it in one click.
